예제 #1
0
        public PBAutoUnwrapSettings GetSettings(MeshSelection selection)
        {
            if (selection == null)
            {
                return PBAutoUnwrapSettings.defaultAutoUnwrapSettings;
            }

            if (selection.HasVertices)
            {
                selection.VerticesToFaces(false);
            }
            else if (selection.HasEdges)
            {
                selection.EdgesToFaces(false);
            }

            PBAutoUnwrapSettings unwrapSettings = PBAutoUnwrapSettings.defaultAutoUnwrapSettings;
            IList<Face> faces = new List<Face>();
            foreach (KeyValuePair<ProBuilderMesh, IList<int>> kvp in selection.SelectedFaces)
            {
                ProBuilderMesh mesh = kvp.Key;
                faces.Clear();
                mesh.GetFaces(kvp.Value, faces);
                for (int i = 0; i < faces.Count;)
                {
                    Face face = faces[i];
                    unwrapSettings = face.uv;
                    break;
                }
            }

            return unwrapSettings;
        }
예제 #2
0
        private void SetTextureGroup(MeshSelection selection, int textureGroup = 0)
        {
            if (selection.HasVertices)
            {
                selection.VerticesToFaces(false);
            }
            else if (selection.HasEdges)
            {
                selection.EdgesToFaces(false);
            }

            List<Face> faces = new List<Face>();
            Dictionary<ProBuilderMesh, IList<int>> selectedFaces = selection.SelectedFaces;
            foreach (KeyValuePair<ProBuilderMesh, IList<int>> kvp in selectedFaces)
            {
                faces.Clear();

                ProBuilderMesh mesh = kvp.Key;
                mesh.GetFaces(kvp.Value, faces);

                int texGroup = textureGroup >= 0 ? GetUnusedTextureGroup(mesh) : -1;
                for (int i = 0; i < faces.Count; ++i)
                {
                    Face face = faces[i];
                    face.textureGroup = texGroup;
                }

                mesh.RefreshUV(faces);


                mesh.ToMesh();
                mesh.Refresh();
            }
        }
        public void ApplySettings(PBAutoUnwrapSettings settings, MeshSelection selection)
        {
            if (selection == null)
            {
                return;
            }

            if (selection.HasVertices)
            {
                selection.VerticesToFaces(false);
            }
            else if (selection.HasEdges)
            {
                selection.EdgesToFaces(false);
            }

            AutoUnwrapSettings unwrapSettings = settings;

            foreach (KeyValuePair <ProBuilderMesh, IList <Face> > kvp in selection.SelectedFaces)
            {
                ProBuilderMesh mesh  = kvp.Key;
                IList <Face>   faces = kvp.Value;
                for (int i = 0; i < faces.Count; ++i)
                {
                    Face face = faces[i];
                    face.uv = unwrapSettings;
                }

                mesh.RefreshUV(faces);
            }
        }
예제 #4
0
        public void SetAutoUV(MeshSelection selection, bool auto)
        {
            if (selection == null)
            {
                return;
            }

            if (selection.HasVertices)
            {
                selection.VerticesToFaces(false);
            }
            else if (selection.HasEdges)
            {
                selection.EdgesToFaces(false);
            }

            List<Face> faces = new List<Face>();
            foreach(KeyValuePair<ProBuilderMesh, IList<int>> kvp in selection.SelectedFaces)
            {
                ProBuilderMesh mesh = kvp.Key;

                faces.Clear();
                mesh.GetFaces(kvp.Value, faces);

                PBAutoUVConversion.SetAutoUV(mesh, faces.ToArray(), auto);

                mesh.ToMesh();
                mesh.Refresh();
            }
        }
예제 #5
0
        public override void Delete()
        {
            MeshSelection selection = GetSelection();

            selection.EdgesToFaces(false, true);

            foreach (KeyValuePair <ProBuilderMesh, IList <int> > kvp in selection.SelectedFaces)
            {
                kvp.Key.DeleteFaces(kvp.Value);
                kvp.Key.ToMesh();
                kvp.Key.Refresh();
            }
        }
        public ApplyMaterialResult ApplyMaterial(Material material, MeshSelection selection)
        {
            if (selection == null)
            {
                return(null);
            }

            if (selection.HasVertices)
            {
                selection.VerticesToFaces(false, false);
            }
            else if (selection.HasEdges)
            {
                selection.EdgesToFaces(false, false);
            }

            MeshMaterialsState oldState = new MeshMaterialsState();
            MeshMaterialsState newState = new MeshMaterialsState();

            List <Face> faces = new List <Face>();

            foreach (KeyValuePair <ProBuilderMesh, IList <int> > kvp in selection.SelectedFaces)
            {
                ProBuilderMesh mesh = kvp.Key;

                AddAllFacesToState(oldState, mesh);
                AddMaterialsToState(oldState, mesh);

                faces.Clear();
                mesh.GetFaces(kvp.Value, faces);

                mesh.SetMaterial(faces, material);
                mesh.Refresh();
                mesh.ToMesh();

                RemoveUnusedMaterials(mesh);
                mesh.Refresh();
                mesh.ToMesh();

                GetFaceToSubmeshIndexes(newState.FaceToSubmeshIndex, kvp, mesh);
                AddMaterialsToState(newState, mesh);
            }

            if (oldState.FaceToSubmeshIndex.Count == 0 && newState.FaceToSubmeshIndex.Count == 0)
            {
                return(null);
            }

            return(new ApplyMaterialResult(oldState, newState));
        }
예제 #7
0
        public bool HasAutoUV(MeshSelection selection, bool auto)
        {
            if (selection == null)
            {
                return(false);
            }

            if (selection.HasVertices)
            {
                selection.VerticesToFaces(false, false);
            }
            else if (selection.HasEdges)
            {
                selection.EdgesToFaces(false, false);
            }

            IList <Face> faces = new List <Face>();

            foreach (KeyValuePair <ProBuilderMesh, IList <int> > kvp in selection.SelectedFaces)
            {
                ProBuilderMesh mesh = kvp.Key;

                faces.Clear();
                mesh.GetFaces(kvp.Value, faces);
                for (int i = 0; i < faces.Count; ++i)
                {
                    Face face = faces[i];
                    if (auto)
                    {
                        if (!face.manualUV)
                        {
                            return(true);
                        }
                    }
                    else
                    {
                        if (face.manualUV)
                        {
                            return(true);
                        }
                    }
                }
            }
            return(false);
        }
예제 #8
0
        public MeshSelection ToFaces(bool invert, bool partial = false)
        {
            MeshSelection selection = new MeshSelection(this);

            if (selection.HasEdges)
            {
                selection.EdgesToFaces(invert, partial);
            }
            else if (selection.HasVertices)
            {
                selection.VerticesToFaces(invert, partial);
            }
            else
            {
                selection.SelectedEdges.Clear();
                selection.UnselectedEdges.Clear();
                selection.SelectedIndices.Clear();
                selection.UnselectedIndices.Clear();
            }
            return(selection);
        }
예제 #9
0
        public void ResetUV(MeshSelection selection)
        {
            if (selection == null)
            {
                return;
            }

            if (selection.HasVertices)
            {
                selection.VerticesToFaces(false, false);
            }
            else if (selection.HasEdges)
            {
                selection.EdgesToFaces(false, false);
            }

            List <Face> faces = new List <Face>();

            foreach (KeyValuePair <ProBuilderMesh, IList <int> > kvp in selection.SelectedFaces)
            {
                ProBuilderMesh mesh = kvp.Key;

                faces.Clear();
                mesh.GetFaces(kvp.Value, faces);

                for (int i = 0; i < faces.Count; ++i)
                {
                    faces[i].uv = AutoUnwrapSettings.defaultAutoUnwrapSettings;
                }

                mesh.RefreshUV(faces);


                mesh.ToMesh();
                mesh.Refresh();
            }
        }
예제 #10
0
        public void Merge(MeshSelection selection, bool partial)
        {
            if (HasFaces)
            {
                if (selection.HasEdges)
                {
                    selection.EdgesToFaces(false, partial);
                }
                else if (selection.HasVertices)
                {
                    selection.VerticesToFaces(false, partial);
                }

                foreach (KeyValuePair <ProBuilderMesh, IList <int> > kvp in selection.SelectedFaces)
                {
                    ProBuilderMesh mesh  = kvp.Key;
                    IList <int>    faces = kvp.Value;

                    if (!SelectedFaces.ContainsKey(mesh))
                    {
                        SelectedFaces.Add(mesh, faces);
                    }
                    else
                    {
                        IList <int> existingFaces = SelectedFaces[mesh].ToList();
                        MergeLists(faces, existingFaces);
                        SelectedFaces[mesh] = existingFaces;
                    }
                }

                foreach (KeyValuePair <ProBuilderMesh, IList <int> > kvp in selection.UnselectedFaces)
                {
                    ProBuilderMesh mesh  = kvp.Key;
                    IList <int>    faces = kvp.Value;

                    if (!UnselectedFaces.ContainsKey(mesh))
                    {
                        UnselectedFaces.Add(mesh, faces);
                    }
                    else
                    {
                        IList <int> existingFaces = UnselectedFaces[mesh].ToList();
                        MergeLists(faces, existingFaces);
                        UnselectedFaces[mesh] = existingFaces;
                    }
                }
            }
            else if (HasEdges)
            {
                if (selection.HasFaces)
                {
                    selection.FacesToEdges(false);
                }
                else if (selection.HasVertices)
                {
                    selection.VerticesToEdges(false, partial);
                }

                foreach (KeyValuePair <ProBuilderMesh, IList <Edge> > kvp in selection.SelectedEdges)
                {
                    ProBuilderMesh mesh  = kvp.Key;
                    IList <Edge>   edges = kvp.Value;

                    if (!SelectedEdges.ContainsKey(mesh))
                    {
                        SelectedEdges.Add(mesh, edges);
                    }
                    else
                    {
                        IList <Edge> existingEdges = SelectedEdges[mesh].ToList();
                        MergeLists(edges, existingEdges);
                        SelectedEdges[mesh] = existingEdges;
                    }
                }

                foreach (KeyValuePair <ProBuilderMesh, IList <Edge> > kvp in selection.UnselectedEdges)
                {
                    ProBuilderMesh mesh  = kvp.Key;
                    IList <Edge>   edges = kvp.Value;

                    if (!UnselectedEdges.ContainsKey(mesh))
                    {
                        UnselectedEdges.Add(mesh, edges);
                    }
                    else
                    {
                        IList <Edge> existingEdges = UnselectedEdges[mesh].ToList();
                        MergeLists(edges, existingEdges);
                        UnselectedEdges[mesh] = existingEdges;
                    }
                }
            }
            else if (HasVertices)
            {
                if (selection.HasFaces)
                {
                    selection.FacesToVertices(false);
                }
                else if (selection.HasEdges)
                {
                    selection.EdgesToVertices(false);
                }

                foreach (KeyValuePair <ProBuilderMesh, IList <int> > kvp in selection.SelectedIndices)
                {
                    ProBuilderMesh mesh    = kvp.Key;
                    IList <int>    indexes = kvp.Value;

                    if (!SelectedIndices.ContainsKey(mesh))
                    {
                        SelectedIndices.Add(mesh, indexes);
                    }
                    else
                    {
                        IList <int> existingIndexes = SelectedIndices[mesh].ToList();
                        MergeLists(indexes, existingIndexes);
                        SelectedIndices[mesh] = existingIndexes;
                    }
                }

                foreach (KeyValuePair <ProBuilderMesh, IList <int> > kvp in selection.SelectedIndices)
                {
                    ProBuilderMesh mesh    = kvp.Key;
                    IList <int>    indexes = kvp.Value;

                    if (!UnselectedIndices.ContainsKey(mesh))
                    {
                        UnselectedIndices.Add(mesh, indexes);
                    }
                    else
                    {
                        IList <int> existingIndexes = UnselectedIndices[mesh].ToList();
                        MergeLists(indexes, existingIndexes);
                        UnselectedIndices[mesh] = existingIndexes;
                    }
                }
            }
        }
예제 #11
0
        public virtual void BeginDrag(MeshSelection selection, Vector3 initialPosition, Quaternion initialRotation)
        {
            Selection = selection;
            if (Selection.HasEdges)
            {
                Selection.EdgesToFaces(false, false);
            }
            if (Selection.HasVertices)
            {
                Selection.VerticesToFaces(false, false);
            }

            InitialPosition = initialPosition;
            InitialRotation = initialRotation;
            Matrix          = Matrix4x4.TRS(InitialPosition, InitialRotation, Vector3.one);
            MatrixInv       = Matrix.inverse;

            List <ProBuilderMesh> allMeshes      = new List <ProBuilderMesh>();
            List <Vector2[]>      allOrigins     = new List <Vector2[]>();
            List <Vector2[]>      allFaceCenters = new List <Vector2[]>();
            List <PBAutoUVConversion.UVTransform[]> allUVTransforms = new List <PBAutoUVConversion.UVTransform[]>();
            List <bool[]> allIsManualUv = new List <bool[]>();
            List <int[]>  allIndexes    = new List <int[]>();

            HashSet <int>  indexes     = new HashSet <int>();
            List <Vector2> origins     = new List <Vector2>();
            List <Vector2> faceCenters = new List <Vector2>();
            List <PBAutoUVConversion.UVTransform> uvTransforms = new List <PBAutoUVConversion.UVTransform>();
            List <bool> isManualUv = new List <bool>();
            List <Face> faces      = new List <Face>();

            foreach (KeyValuePair <ProBuilderMesh, IList <int> > kvp in Selection.SelectedFaces)
            {
                ProBuilderMesh mesh = kvp.Key;
                mesh.GetFaces(kvp.Value, faces);

                IList <Vector2> textures = mesh.textures;

                for (int f = 0; f < faces.Count; ++f)
                {
                    Face        face        = faces[f];
                    IList <int> faceIndexes = face.indexes;
                    for (int i = 0; i < faceIndexes.Count; ++i)
                    {
                        int faceIndex = faceIndexes[i];
                        if (!indexes.Contains(faceIndex))
                        {
                            indexes.Add(faceIndex);
                            origins.Add(textures[faceIndex]);
                            faceCenters.Add(GetCenterOfMass(textures, face));

                            PBAutoUVConversion.UVTransform transform = PBAutoUVConversion.GetUVTransform(mesh, face);
                            if (!face.manualUV)
                            {
                                Vector2 scale = transform.scale;
                                scale.x         = -scale.x;
                                transform.scale = scale;
                            }
                            uvTransforms.Add(transform);
                        }
                    }

                    isManualUv.Add(face.manualUV);
                    face.manualUV = true;
                }

                allIndexes.Add(indexes.ToArray());
                allOrigins.Add(origins.ToArray());
                allFaceCenters.Add(faceCenters.ToArray());
                allUVTransforms.Add(uvTransforms.ToArray());
                allIsManualUv.Add(isManualUv.ToArray());
                allMeshes.Add(mesh);

                indexes.Clear();
                origins.Clear();
                faceCenters.Clear();
                uvTransforms.Clear();
                isManualUv.Clear();
                faces.Clear();
            }

            Indexes      = allIndexes.ToArray();
            Origins      = allOrigins.ToArray();
            FaceCenters  = allFaceCenters.ToArray();
            UVTransforms = allUVTransforms.ToArray();
            IsManualUv   = allIsManualUv.ToArray();
            Meshes       = allMeshes.ToArray();
        }